475 lines
25 KiB
Lua
475 lines
25 KiB
Lua
require("Base/BasePanel")
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RoleGetInfoPopup = Inherit(BasePanel)
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local this = RoleGetInfoPopup
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local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local heroBackData
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local isGet
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local heroSId
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local heroStar
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local allSkillDatas = {}
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local breakId, upStarId
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--初始化组件(用于子类重写)
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function RoleGetInfoPopup:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.mask = Util.GetGameObject(self.transform, "BackMask")
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this.BtnBack = Util.GetGameObject(self.transform, "bg/btnBack")
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this.liveRoot = Util.GetGameObject(self.transform, "bg/liveRoot")
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this.heroName = Util.GetGameObject(self.transform, "RoleInfo/nameAndPossLayout/heroName"):GetComponent("Text")
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this.starGrid = Util.GetGameObject(self.transform, "bg/NameButtom/star")
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this.starPre = Util.GetGameObject(self.transform, "bg/NameButtom/starPre")
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this.starGrid = Util.GetGameObject(self.transform, "RoleInfo/sartAndLvLayout")
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--定位描述
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this.posBgImage = Util.GetGameObject(self.transform, "pos"):GetComponent("Image")
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this.posImage = Util.GetGameObject(self.transform, "pos/posImage"):GetComponent("Image")
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this.posText = Util.GetGameObject(self.transform, "pos/posText"):GetComponent("Text")
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-- this.posImage = Util.GetGameObject(self.transform, "RoleInfo/nameAndPossLayout/posImage/posImage/posImage"):GetComponent("Image")
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-- this.posText = Util.GetGameObject(self.transform, "RoleInfo/nameAndPossLayout/posText/posText"):GetComponent("Text")
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this.profession = Util.GetGameObject(self.transform, "RoleInfo/nameAndPossLayout/proImage/proImage"):GetComponent(
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"Image")
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-- this.qualityImage=Util.GetGameObject(self.transform,"quality"):GetComponent("Image")
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-- this.quality=Util.GetGameObject(self.transform,"quality/qualityText")
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-- this.doubleQuality=Util.GetGameObject(self.transform,"quality/qualityDoubleText")
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-- this.heroTypeText=Util.GetGameObject(self.transform,"RoleInfo/heroTypeText"):GetComponent("Text")
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Util.GetGameObject(self.transform, "bg/RoleInfo/pro/atk/proName"):GetComponent("Text").text = GetLanguageStrById(
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propertyConfig[2].Info)
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Util.GetGameObject(self.transform, "bg/RoleInfo/pro/hp/proName"):GetComponent("Text").text = GetLanguageStrById(
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propertyConfig[1].Info)
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Util.GetGameObject(self.transform, "bg/RoleInfo/pro/phyDef/proName"):GetComponent("Text").text = GetLanguageStrById(
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propertyConfig[3].Info)
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Util.GetGameObject(self.transform, "bg/RoleInfo/pro/magDef/proName"):GetComponent("Text").text = GetLanguageStrById(
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propertyConfig[4].Info)
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local atk_Image = Util.GetGameObject(self.transform, "bg/RoleInfo/pro/atk/Image"):GetComponent("Image")
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local hp_Image = Util.GetGameObject(self.transform, "bg/RoleInfo/pro/hp/Image"):GetComponent("Image")
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local phyDef_Image = Util.GetGameObject(self.transform, "bg/RoleInfo/pro/phyDef/Image"):GetComponent("Image")
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local magDef_Image = Util.GetGameObject(self.transform, "bg/RoleInfo/pro/magDef/Image"):GetComponent("Image")
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atk_Image.sprite = this.spLoader:LoadSprite(GetResourcePath(propertyConfig[2].PropertyIcon))
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hp_Image.sprite = this.spLoader:LoadSprite(GetResourcePath(propertyConfig[1].PropertyIcon))
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phyDef_Image.sprite = this.spLoader:LoadSprite(GetResourcePath(propertyConfig[3].PropertyIcon))
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magDef_Image.sprite = this.spLoader:LoadSprite(GetResourcePath(propertyConfig[4].PropertyIcon))
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atk_Image:SetNativeSize()
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hp_Image:SetNativeSize()
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phyDef_Image:SetNativeSize()
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magDef_Image:SetNativeSize()
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-- Util.GetGameObject(self.transform,"bg/RoleInfo/pro/speed/proName"):GetComponent("Text").text = propertyConfig[5].Info
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this.atk = Util.GetGameObject(self.transform, "bg/RoleInfo/pro/atk/proValue"):GetComponent("Text")
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this.hp = Util.GetGameObject(self.transform, "bg/RoleInfo/pro/hp/proValue"):GetComponent("Text")
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this.phyDef = Util.GetGameObject(self.transform, "bg/RoleInfo/pro/phyDef/proValue"):GetComponent("Text")
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this.magDef = Util.GetGameObject(self.transform, "bg/RoleInfo/pro/magDef/proValue"):GetComponent("Text")
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-- this.speed = Util.GetGameObject(self.transform, "bg/RoleInfo/pro/speed/proValue"):GetComponent("Text")
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-- this.skillGrid=Util.GetGameObject(self.transform, "bg/RoleInfo/skill")
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-- this.skill1=Util.GetGameObject(self.transform, "bg/RoleInfo/skill/s1")
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-- this.skill2=Util.GetGameObject(self.transform, "bg/RoleInfo/skill/s2")
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-- this.selsectSkillImage=Util.GetGameObject(self.transform, "selsectSkillImage")
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-- this.radar = Util.GetGameObject(self.transform, "bg/RoleInfo/proRadarImage/radar"):GetComponent("RadarChart")
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self.skillName = Util.GetGameObject(self.transform, "RoleInfo/skillName")
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self.skillLine = Util.GetGameObject(self.transform, "RoleInfo/skillLine")
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this.skillGrid = Util.GetGameObject(self.transform, "RoleInfo/Panel/Skill/skill")
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-- this.skill1 = Util.GetGameObject(this.skillGrid, "sBg1/SkillTypeImage")
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-- this.skill2 = Util.GetGameObject(this.skillGrid, "sBg2/SkillTypeImage")
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this.selsectSkillImage = Util.GetGameObject(self.transform, "RoleInfo/selsectSkillImage")
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this.talismanBtn = Util.GetGameObject(self.transform, "RoleInfo/Panel/Other/TalismanBtn")
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-- this.talismanFrame=Util.GetGameObject(self.transform,"RoleInfo/Panel/Other/TalismanBtn"):GetComponent("Image")
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this.talismanIcon = Util.GetGameObject(self.transform, "RoleInfo/Panel/Other/TalismanBtn/Icon"):GetComponent("Image")
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this.talentBtn = Util.GetGameObject(self.transform, "RoleInfo/Panel/Other/talentBtn")
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this.talentProgress = Util.GetGameObject(self.transform, "RoleInfo/Panel/Other/talentBtn/progress"):GetComponent(
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"Text")
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end
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local triggerCallBack
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--绑定事件(用于子类重写)
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function RoleGetInfoPopup:BindEvent()
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Util.AddClick(this.BtnBack, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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self:ClosePanel()
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end)
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Util.AddClick(this.mask, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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self:ClosePanel()
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end)
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-- Util.AddClick(this.skill1, function()
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-- if Game.GlobalEvent:HasEvent(GameEvent.UI.OnClose, triggerCallBack) then
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-- Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
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-- end
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-- this:SetSkillSelectImage(this.skill1.transform,true)
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-- local skillData=allSkillDatas[1]
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-- local maxLv= HeroManager.GetHeroSkillMaxLevel(heroSId, skillData.skillConfig.Type)
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-- local panel = UIManager.OpenPanel(UIName.SkillInfoPopup,skillData,3,10,maxLv,1)
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-- this.skillGrid:GetComponent("Canvas").sortingOrder = panel.sortingOrder + 1
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-- triggerCallBack = function (panelType, p)
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-- if panelType == UIName.SkillInfoPopup and p == panel then --监听到SkillInfoPopup关闭,把层级设回去
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-- this.skillGrid:GetComponent("Canvas").sortingOrder = this.sortingOrder + 1
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-- Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
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-- this:SetSkillSelectImage(self.transform,false)
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-- end
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-- end
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-- Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack)
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-- end)
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-- Util.AddClick(this.skill2, function()
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-- if Game.GlobalEvent:HasEvent(GameEvent.UI.OnClose, triggerCallBack) then
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-- Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
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-- end
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-- this:SetSkillSelectImage(this.skill2.transform,true)
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-- local skillData=allSkillDatas[2]
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-- local maxLv= HeroManager.GetHeroSkillMaxLevel(heroSId, skillData.skillConfig.Type)
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-- local panel = UIManager.OpenPanel(UIName.SkillInfoPopup,skillData,3,10,maxLv,2)
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-- this.skillGrid:GetComponent("Canvas").sortingOrder = panel.sortingOrder + 1
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-- triggerCallBack = function (panelType, p)
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-- if panelType == UIName.SkillInfoPopup and p == panel then --监听到SkillInfoPopup关闭,把层级设回去
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-- this.skillGrid:GetComponent("Canvas").sortingOrder = this.sortingOrder + 1
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-- Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
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-- this:SetSkillSelectImage(self.transform,false)
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-- end
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-- end
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-- Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack)
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-- end)
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end
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--添加事件监听(用于子类重写)
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function RoleGetInfoPopup:AddListener()
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end
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--移除事件监听(用于子类重写)
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function RoleGetInfoPopup:RemoveListener()
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end
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--界面打开时调用(用于子类重写)
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function RoleGetInfoPopup:OnOpen(...)
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local data = { ... }
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isGet = data[1]
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if isGet then
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heroBackData = data[2]
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heroSId = heroBackData.heroId
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heroStar = heroBackData.star
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else
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heroSId = data[2]
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heroStar = data[3]
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end
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end
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function RoleGetInfoPopup:OnShow()
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allSkillDatas = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas2(heroSId, heroStar)
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local heroSData = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroSId)
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--heroStar=heroSData.MaxRank
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if isGet then
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this.GetShowPanelData()
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--天赋
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this.talentBtn:SetActive(heroSData.OpenPassiveSkillRules ~= nil)
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Util.AddOnceClick(this.talentBtn, function()
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UIManager.OpenPanel(UIName.RoleTalentPopup, heroSData, 0, 0)
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end)
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else
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this.NoGetShowPanelData()
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end
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LogError("breakid==" .. breakId .. " upstarid==" .. upStarId)
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local talentBtnImage = heroStar == HeroManager.awakeNextStarIndex and "r_hero_tianfu2_zh" or "r_hero_tianfu1_zh"
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this.talentBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite(talentBtnImage)
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local OpenPassiveSkillRules = heroStar >= HeroManager.awakeNextStarIndex and heroSData.Awaken or
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heroSData.OpenPassiveSkillRules
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if OpenPassiveSkillRules then
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local openlists, compoundOpenNum, compoundNum = HeroManager.GetAllPassiveSkillIds(heroSData, breakId, upStarId)
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this.talentProgress.text = #openlists - compoundOpenNum .. "/" .. #OpenPassiveSkillRules - compoundNum
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end
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--技能 布局变动
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self.skillLine.gameObject:SetActive(not (heroSData.OpenPassiveSkillRules == nil and heroSData.EquipTalismana == nil))
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if heroSData.OpenPassiveSkillRules == nil and heroSData.EquipTalismana == nil then
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Util.GetGameObject(self.transform, "RoleInfo/Panel/Skill"):GetComponent("LayoutElement").minWidth = 500
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Util.GetGameObject(self.transform, "RoleInfo/Panel/Skill/skill"):GetComponent("GridLayoutGroup").startAxis = 0
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--self.skillName.transform:DOAnchorPos(Vector3.New(230,158,0),0)
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else
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Util.GetGameObject(self.transform, "RoleInfo/Panel/Skill"):GetComponent("LayoutElement").minWidth = 150
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Util.GetGameObject(self.transform, "RoleInfo/Panel/Skill/skill"):GetComponent("GridLayoutGroup").startAxis = 1
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-- self.skillName.transform:DOAnchorPos(Vector3.New(90,158,0),0)
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end
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--技能点击特殊处理
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this.selsectSkillImage:SetActive(false)
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this.skillGrid:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1
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local triggerCallBack
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local skillList = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas2(heroSData.Id, heroStar)
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local skillList2 = nil
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local isAwake = false
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if heroStar > 11 then
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isAwake = true
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skillList2 = HeroManager.GetCurHeroSidAndCurStarAllSkillDatas2(heroSData.Id, 10)
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else
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end
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for i = 1, this.skillGrid.transform.childCount do
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this.skillGrid.transform:GetChild(i - 1).gameObject:SetActive(false)
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end
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for i = 1, #skillList do
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if skillList[i] and skillList[i].skillConfig and GetLanguageStrById(skillList[i].skillConfig.Name) then
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local go = this.skillGrid.transform:GetChild(i - 1).gameObject
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go:SetActive(true)
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Util.GetGameObject(go.transform, "s"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
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GetResourcePath(skillList[i].skillConfig.Icon))
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local sText = Util.GetGameObject(go.transform, "s/Text"):GetComponent("Text")
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sText.text = GetLanguageStrById(skillList[i].skillConfig.Name)
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sText.fontSize = GetCurLanguage() ~= 2 and 30 or 25
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Util.GetGameObject(go.transform, "SkillTypeImage"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
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GetSkillType(allSkillDatas[i]))
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Util.AddOnceClick(Util.GetGameObject(go.transform, "s"), function()
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if Game.GlobalEvent:HasEvent(GameEvent.UI.OnClose, triggerCallBack) then
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
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end
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this.selsectSkillImage:SetActive(true)
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this.selsectSkillImage.transform.position = Util.GetGameObject(go.transform, "s").transform.position
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local skillData = {}
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skillData.skillConfig = skillList[i].skillConfig
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skillData.isOpen = skillList[i].isOpen
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skillData.needStar = skillList[i].needStar
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local maxLv = HeroManager.GetHeroSkillMaxLevel(heroSData.Id, skillData.skillConfig.Type)
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local nextData
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local panel
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if skillList2 and skillList2[i] and i > 2 then
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nextData = skillList2[i]
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--飞升技能
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if i == 6 then
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panel = UIManager.OpenPanel(UIName.SkillInfoPopup, skillData, 1, 10, maxLv, i)
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else
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panel = UIManager.OpenPanel(UIName.SkillInfoPopup, nextData, 1, 10, maxLv, i, skillData)
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end
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else
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panel = UIManager.OpenPanel(UIName.SkillInfoPopup, skillData, 1, 10, maxLv, i)
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end
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this.skillGrid:GetComponent("Canvas").sortingOrder = panel.sortingOrder - 1
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triggerCallBack = function(panelType, p)
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if panelType == UIName.SkillInfoPopup and panel == p then --监听到SkillInfoPopup关闭,把层级设回去
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this.skillGrid:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
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this.selsectSkillImage:SetActive(false)
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end
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end
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Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack)
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end)
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end
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end
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--法宝
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self.talismanBtn.gameObject:SetActive(heroSData.EquipTalismana ~= nil)
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if heroSData.EquipTalismana ~= nil then
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-- self.talismanFrame.sprite=this.spLoader:LoadSprite(TalismanBubble[itemConfig[heroSData.EquipTalismana[2]].Quantity])
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this.talismanIcon.sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfig[heroSData.EquipTalismana[2]]
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.ResourceID))
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end
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Util.AddOnceClick(this.talismanBtn.gameObject, function()
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--UIManager.OpenPanel(UIName.TalismanInfoPopup,heroSData,1,1)
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--UIManager.OpenPanel(UIName.FaLingSingleShowPopup,heroSData,1,1)
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local aaa = {
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id = "",
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equipId = heroSData.EquipTalismana[2],
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exp = 1,
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}
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local data = FaLingManager.initSingleData(aaa)
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UIManager.OpenPanel(UIName.FaLingSingleShowPopup, this, data, 0, false, false, nil)
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end)
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end
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function this.ShowHeroLive(_heroSConfigData)
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this.testLiveGO = poolManager:LoadLive(GetResourcePath(_heroSConfigData.Live), this.liveRoot.transform,
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Vector3.one * _heroSConfigData.Scale * 0.7,
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Vector3.New(_heroSConfigData.Position[1], _heroSConfigData.Position[2], 0))
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local SkeletonGraphic = this.testLiveGO:GetComponent("SkeletonGraphic")
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--local position=_heroSConfigData.Position
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--position[2]=_heroSConfigData.Position[2]-250
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local pos1 = {}
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pos1[1] = _heroSConfigData.Position[1]
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pos1[2] = _heroSConfigData.Position[2] ---250
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SetHEeroLiveToward(this.testLiveGO, _heroSConfigData.Toward)
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local idle = function() SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) end
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SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle
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poolManager:SetLiveClearCall(GetResourcePath(_heroSConfigData.Live), this.testLiveGO, function()
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SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle
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end)
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--资质相关
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-- this.qualityImage.sprite=GetQuantityImage(this.spLoader, _heroSConfigData.Natural)
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-- this.quality:SetActive(_heroSConfigData.Natural < 10)
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-- this.doubleQuality:SetActive(_heroSConfigData.Natural >= 10)
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-- this.quality:GetComponent("Text").text = _heroSConfigData.Natural
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-- this.doubleQuality:GetComponent("Text").text = _heroSConfigData.Natural
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--定位描述相关
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this.posBgImage.sprite = this.spLoader:LoadSprite(GetHeroPosBgStr(_heroSConfigData.Profession))
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this.posImage.sprite = this.spLoader:LoadSprite(GetHeroPosStr(_heroSConfigData.Profession))
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this.posText.text = GetLanguageStrById(_heroSConfigData.HeroLocation)
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SetTextVerTial(this.posText.gameObject, Vector3.New(67.5, 0, 0), "MiddleLeft")
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this.heroName.text = GetLanguageStrById(_heroSConfigData.ReadingName)
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-- this.posText.text = HeroOccupationDef[_heroSConfigData.Profession]
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-- this.posImage.sprite = this.spLoader:LoadSprite(GetJobSpriteStrByJobNum(_heroSConfigData.Profession))
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this.profession.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(_heroSConfigData.PropertyName))
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-- this.heroTypeText.text = "定位:".."<size=35>".._heroSConfigData.HeroLocation.."</size>"
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-- this.radar:SetEdges({_heroSConfigData.AttackScale/100,_heroSConfigData.DefenseScale/100,_heroSConfigData.AssistScale/100})
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-- this.radar.color = Color.New(238/255,211/255,156/255,102/255)
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end
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function this.GetShowPanelData()
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local heroSData = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroBackData.heroId)
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this.ShowHeroLive(heroSData)
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--星级
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SetHeroStars(this.spLoader, this.starGrid, heroBackData.star, 2, Vector2.New(60, 60), -11.92, Vector2.New(0.5, 0.5))
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--属性
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local allAddProVal = HeroPropManager.GetHeroProp(heroBackData.id)
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this.atk.text = allAddProVal[HeroProType.Attack]
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this.hp.text = allAddProVal[HeroProType.Hp]
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this.phyDef.text = allAddProVal[HeroProType.PhysicalDefence]
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this.magDef.text = allAddProVal[HeroProType.MagicDefence]
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breakId = heroBackData.breakId
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upStarId = heroBackData.starBreakId
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-- this.speed.text= allAddProVal[HeroProType.Speed]
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--技能
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-- this.selsectSkillImage:SetActive(false)
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-- this.skillGrid:GetComponent("Canvas").sortingOrder = this.sortingOrder + 1
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-- if allSkillDatas[1] and allSkillDatas[1].skillConfig and allSkillDatas[1].skillConfig.Name then
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-- this.skill1:SetActive(true)
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-- this.skill1.transform:GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(allSkillDatas[1].skillConfig.Icon))
|
||
-- Util.GetGameObject(this.skill1.transform,"Text"):GetComponent("Text").text="等级"..(allSkillDatas[1].skillId % 10)
|
||
-- else
|
||
-- this.skill1:SetActive(false)
|
||
-- end
|
||
-- if allSkillDatas[2] and allSkillDatas[2].skillConfig and allSkillDatas[2].skillConfig.Name then
|
||
-- this.skill2:SetActive(true)
|
||
-- this.skill2.transform:GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(allSkillDatas[2].skillConfig.Icon))
|
||
-- Util.GetGameObject(this.skill2.transform,"Text"):GetComponent("Text").text="等级"..(allSkillDatas[2].skillId % 10)
|
||
-- else
|
||
-- this.skill2:SetActive(false)
|
||
-- end
|
||
end
|
||
|
||
function this.NoGetShowPanelData()
|
||
local heroSData = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroSId)
|
||
this.ShowHeroLive(heroSData)
|
||
--星级
|
||
--Util.ClearChild(this.starGrid.transform)
|
||
SetHeroStars(this.spLoader, this.starGrid, heroStar, 2, Vector2.New(60, 60), -11.92)
|
||
--属性
|
||
local allAddProVal = this.CalculateHeroAllProValList(heroSData, heroStar, heroStar ~= heroSData.Star)
|
||
this.atk.text = allAddProVal[HeroProType.Attack]
|
||
this.hp.text = allAddProVal[HeroProType.Hp]
|
||
this.phyDef.text = allAddProVal[HeroProType.PhysicalDefence]
|
||
this.magDef.text = allAddProVal[HeroProType.MagicDefence]
|
||
-- this.speed.text= heroSData.Speed
|
||
--技能
|
||
-- Log("#allSkillDatas "..#allSkillDatas)
|
||
-- this.selsectSkillImage:SetActive(false)
|
||
-- this.skillGrid:GetComponent("Canvas").sortingOrder = this.sortingOrder + 1
|
||
-- if allSkillDatas[1] and allSkillDatas[1].skillConfig and allSkillDatas[1].skillConfig.Name then
|
||
-- this.skill1:SetActive(true)
|
||
-- this.skill1.transform:GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(allSkillDatas[1].skillConfig.Icon))
|
||
-- Util.GetGameObject(this.skill1.transform,"Text"):GetComponent("Text").text="等级"..(allSkillDatas[1].skillId % 10)
|
||
-- else
|
||
-- this.skill1:SetActive(false)
|
||
-- end
|
||
-- if allSkillDatas[2] and allSkillDatas[2].skillConfig and allSkillDatas[2].skillConfig.Name then
|
||
-- this.skill2:SetActive(true)
|
||
-- this.skill2.transform:GetComponent("Image").sprite=this.spLoader:LoadSprite(GetResourcePath(allSkillDatas[2].skillConfig.Icon))
|
||
-- Util.GetGameObject(this.skill2.transform,"Text"):GetComponent("Text").text="等级"..(allSkillDatas[2].skillId % 10)
|
||
-- else
|
||
-- this.skill2:SetActive(false)
|
||
-- end
|
||
end
|
||
|
||
function this:SetSkillSelectImage(_goTran, _type) --_goTran父级 _type==true 显示 =false 隐藏
|
||
this.selsectSkillImage:SetActive(_type)
|
||
--this.selsectSkillImage.transform:SetParent(_goTran)
|
||
--this.selsectSkillImage.transform.localScale = Vector3.one
|
||
--this.selsectSkillImage.transform.localPosition=Vector3.zero
|
||
this.selsectSkillImage.transform.position = _goTran.position
|
||
end
|
||
|
||
local heroLevelConfig = ConfigManager.GetConfig(ConfigName.HeroLevelConfig)
|
||
--计算英雄属性 1 初始 2 满星
|
||
function this.CalculateHeroAllProValList(heroConFigData, _starNum, isCalculateStarVal)
|
||
local allAddProVal = {}
|
||
for i, v in ConfigPairs(propertyConfig) do
|
||
allAddProVal[i] = 0
|
||
end
|
||
-- local heroRankupConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.HeroRankupConfig, "Star", heroConFigData.Star, "OpenStar", _starNum)
|
||
-- local curLvNum = 1
|
||
-- local breakId = 0
|
||
-- local upStarId = 0
|
||
-- if isCalculateStarVal then
|
||
-- curLvNum = heroLevelConfig[heroRankupConfig.OpenLevel].CharacterLevelPara
|
||
-- for i, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroRankupConfig)) do
|
||
-- if v.Star == heroConFigData.Star then
|
||
-- if v.Type == 1 then
|
||
-- breakId = v.Id
|
||
-- end
|
||
-- if v.Type == 2 then
|
||
-- upStarId = v.Id
|
||
-- end
|
||
-- end
|
||
-- end
|
||
-- end
|
||
local heroRankupConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.HeroRankupConfig, "Star",
|
||
heroConFigData.Star, "OpenStar", _starNum)
|
||
local curLvNum = 1
|
||
breakId = 0
|
||
upStarId = 0
|
||
if isCalculateStarVal then
|
||
--等级
|
||
curLvNum = heroRankupConfig.OpenLevel
|
||
--解锁天赋
|
||
for i, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroRankupConfig)) do
|
||
if v.OpenStar == _starNum and v.Star == heroConFigData.Star then
|
||
if v.Type == 1 then
|
||
breakId = v.Id
|
||
end
|
||
if v.Type == 2 then
|
||
upStarId = v.Id
|
||
end
|
||
end
|
||
end
|
||
if breakId == 0 then
|
||
breakId = 6
|
||
end
|
||
end
|
||
allAddProVal[HeroProType.Attack] = HeroManager.CalculateProVal(heroConFigData.Attack, curLvNum, breakId, upStarId,
|
||
HeroProType.Attack)
|
||
allAddProVal[HeroProType.Hp] = HeroManager.CalculateProVal(heroConFigData.Hp, curLvNum, breakId, upStarId,
|
||
HeroProType.Hp)
|
||
allAddProVal[HeroProType.PhysicalDefence] = HeroManager.CalculateProVal(heroConFigData.PhysicalDefence, curLvNum,
|
||
breakId, upStarId, HeroProType.PhysicalDefence)
|
||
allAddProVal[HeroProType.MagicDefence] = HeroManager.CalculateProVal(heroConFigData.MagicDefence, curLvNum, breakId,
|
||
upStarId, HeroProType.MagicDefence)
|
||
--allAddProVal[HeroProType.Speed]= math.floor(((curSpeedFormulaData[1] * math.pow(breakId, 3) + curSpeedFormulaData[2] * math.pow(breakId, 2) + curSpeedFormulaData[3] * breakId + curSpeedFormulaData[4]) + heroConFigData.Speed * speedNum))
|
||
-- for i = 1, #heroConFigData.SecondaryFactor do
|
||
-- local proId = heroConFigData.SecondaryFactor[i][1]
|
||
-- if propertyConfig[proId].Style ==2 then
|
||
-- allAddProVal[heroConFigData.SecondaryFactor[i][1]] = heroConFigData.SecondaryFactor[i][2]/10000
|
||
-- else
|
||
-- allAddProVal[heroConFigData.SecondaryFactor[i][1]] = heroConFigData.SecondaryFactor[i][2]
|
||
-- end
|
||
-- end
|
||
Util.AddOnceClick(this.talentBtn, function()
|
||
UIManager.OpenPanel(UIName.RoleTalentPopup, heroConFigData, breakId, upStarId)
|
||
end)
|
||
return allAddProVal
|
||
end
|
||
|
||
--界面关闭时调用(用于子类重写)
|
||
function RoleGetInfoPopup:OnClose()
|
||
poolManager:UnLoadLive(this.testLiveGO.name, this.testLiveGO)
|
||
this.testLiveGO = nil
|
||
end
|
||
|
||
--界面销毁时调用(用于子类重写)
|
||
function RoleGetInfoPopup:OnDestroy()
|
||
this.spLoader:Destroy()
|
||
end
|
||
|
||
return RoleGetInfoPopup
|